Bob-Omb! sighs as Hammer Bro misses what should have been a wide open shot against Kvit, and throws another bomb at Kvit, hoping to finally knock him out of the fight completely. With that accomplished, Bob-Omb! moves closer to HB to prepare for the final attack against Qul Vozo.
Attack bonus:
+3 BAB
+11 DEX on Ranged/light weapons:
+1 Size (small)
+1 Size (reduce person)
+1 Throw anything THROWN ONLY
+1 Masterwork BOW ONLY +1 within 30ft ANY RANGED
Bob-Omb! dodges Kvit's bomb and, being far above the ground when it lands and does explode, doesn't even flinch at the miss - he knows that the splash isn't going to reach anywhere near him. He does retaliate against Kvit though knowing that Qul Vozo, surprisingly, is the lesser of two targets.
Attack bonus:
+3 BAB
+11 DEX on Ranged/light weapons:
+1 Size (small)
+1 Size (reduce person)
+1 Throw anything THROWN ONLY
+1 Masterwork BOW ONLY +1 within 30ft ANY RANGED
Immolation damage vs Tawum:1d6 + 12 ⇒ (3) + 12 = 15Fire Immolation damage ends
Kvit in splash range, DC18 reflex save for half damage
Bob-Omb! flies across the battlefield to throw his assistance in on Hammer Bro's behalf - since Broozer got knocked out by Kvit and the arena finished him off - and throws a bomb at Qul Vozo - normally an arrow would be better, but at such a close range, Bob-Omb! knows that Qul is less likely to avoid a straight splash weapon attack.
Move action: Fly 45ft west (remain 35 ft above ground level) Standard action: Sand bomb attack Sand bomb attack vs Touch:1d20 + 18 ⇒ (11) + 18 = 29 Sand bomb damage:3d6 + 12 ⇒ (5, 4, 2) + 12 = 23Fire Qul Vozo blinded (1 round) Precise bombs allows exclusion of Hammer Bro from the splash area
Current stats:
Base+Buffed Stats:
Fly: 60ft Good, +3 Fly Blur: 20% miss chance
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7
Ref +19
Will +3
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 18 remaining
Bombs: 3 remaining (3d6+6 fire, DC 18)
Attack bonus:
+3 BAB
+11 DEX on Ranged/light weapons:
+1 Size (small)
+1 Size (reduce person)
+1 Throw anything THROWN ONLY
+1 Masterwork BOW ONLY +1 within 30ft ANY RANGED
Immolation damage vs Johnny:1d6 + 12 ⇒ (6) + 12 = 18Fire Immolation damage vs Johnny:1d6 + 12 ⇒ (3) + 12 = 15Fire Immolation damage will continue for two more rounds
Nobody in splash range, no other saves required
DC 18 reflex as a full round action to smother one of the alchemical reactions and prevent the recurring damage
Bob-Omb! watches Tawum and Broozer use the momentum from the rising platform to pull themselves just a bit further away from him and Hammer Bro. Fortunately, he's able to fly fast enough to catch them from the other side. From his vantage point, he's able to see Kvit underneath Broozer approximately 60ft in the distance. Not wanting to leave things to chance, instead of attacking, and trusting Broozer to survive the upcoming assault, Bob-Omb! quaffs one of his Extracts, renewing a dying effect.
Move action: Fly 40ft up and north (raise 20ft at 45 degrees to fly above the spiked wall) then 20ft north Standard action: Drink Extract
Extract:
Targeted Bomb Admixture (5 rounds remaining)
Current stats:
Base+Buffed Stats:
Fly: 60ft Good, +3 Fly Blur: 20% miss chance
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7
Ref +19
Will +3
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 18 remaining
Bombs: 5 remaining (3d6+5 fire, DC 18)
Attack bonus:
+3 BAB
+11 DEX on Ranged/light weapons:
+1 Size (small)
+1 Size (reduce person)
+1 Throw anything THROWN ONLY
+1 Masterwork BOW ONLY +1 within 30ft ANY RANGED
Immolation damage vs Johnny:1d6 + 12 ⇒ (5) + 12 = 17Fire Immolation splash damage vs Kenshiro:1 + 12 = 13Fire DC18 reflex save from Kenshiro for half damage for being adjacent (saved = 6 fire damage) Immolation damage ends
Finally seeing Kenshiro and Johnny start to turn to ash, Bob-Omb! looks up and makes a beeline for the next closest enemy: Tawum.
Bob-Omb's magical flight allows him to close the distance a fair margin, his toes skimming over the top of the natural rock formation that Kenshiro's team formed up on.
Still out of range of darkvision and his own blindsight, Bob-Omb! nonetheless empowers an arrow with the volatility of an immolation bomb and takes a bead on Tawum.
Move action: Fly 60ft (remain 15ft above ground level) Standard action: Explosive Missile (Immolation bomb) arrow attack Explosive Missile (Immolation bomb) arrow attack (with deadly aim) vs 27AC:1d20 + 17 - 1 ⇒ (11) + 17 - 1 = 27 Hit 1-20% miss chance (outside of the range of both darkvision and blindsight):1d100 ⇒ 76 Hit Arrow damage (with deadly aim):1d3 - 2 + 2 ⇒ (1) - 2 + 2 = 1 Immolation bomb:1d6 + 12 ⇒ (2) + 12 = 14Fire Immolation damage will continue for two more rounds Nobody in splash range, no other saves required DC 18 reflex as a full round action to smother the alchemical contents and prevent the recurring damage
The arrow pierces through the dim light and strikes true, and with a burst of concentration, Bob-Omb! triggers his bow's enchantment to force the arrow to explode a second time with the damage of a second immolation bomb, spreading its contents over Tawum a second time.
Swift Action: Conductive Enchantment Immolation bomb:1d6 + 12 ⇒ (3) + 12 = 15Fire Immolation damage will continue for two more rounds Nobody in splash range, no other saves required As separate effects, damage stacks as from different sources DC 18 reflex as a full round action to smother the alchemical contents and prevent the recurring damage
Current stats:
Base+Buffed Stats:
Fly: 60ft Good, +3 Fly Blur: 20% miss chance
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7
Ref +19
Will +3
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 17 remaining
Bombs: 3 remaining (3d6+5 fire, DC 18)
Attack bonus:
+3 BAB
+11 DEX on Ranged/light weapons:
+1 Size (small)
+1 Size (reduce person)
+1 Throw anything THROWN ONLY
+1 Masterwork BOW ONLY +1 within 30ft ANY RANGED
Immolation damage vs Johnny:1d6 + 12 ⇒ (1) + 12 = 13 Immolation splash damage vs Kenshiro:1 + 12 = 13 DC18 reflex save from Kenshiro for half damage for being adjacent (saved = 6 fire damage) Note correction to fire damage. Original 5 INT mod, +1 from Fox's Cunning, then doubled by targeted bomb admixture. Immolation damage continues for one more round.
Bom-Omb! sees Kenshiro collapse, going down in flames - literally - and decides to move into overwatch position and help ensure Johnny goes down as well with another sand bomb.
Move action: 15ft northeast, 45ft north (remain 15ft above ground level) Standard action: Sand bomb vs Johnny Sand bomb vs TAC 11 at 38ft (35ft horizontal, 15ft vertical):1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28 -2 for second range increment Blur and Mirror Image negated by Echolocation within 40ft Fire damage:3d6 + 12 ⇒ (4, 6, 4) + 12 = 26Plus blinded for 1 round DC18 reflex save from Kenshiro for half damage for being adjacent (saved = 6 fire damage)
Current stats:
Base+Buffed Stats:
Fly: 60ft Good, +3 Fly Blur: 20% miss chance
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7
Ref +19
Will +3
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 18 remaining
Bombs: 6 remaining (3d6+5 fire, DC 18)
Bob-Omb! watches Broozer turn to HB and coordinate something, but is not able to make out the plan. Instead, maneuvers himself into a better position and he turns his eye on Johnny, loosing an arrow infused with the explosive catalyst of one of his Sand Bombs and then triggers the enchantment on his bow for an additional assault on Johnny.
Move action: 60ft east Standard action: Explosive Arrow attack with Deadly Aim Explosive Arrow vs FF AC 21 attacking from stealth:1d20 + 17 - 1 ⇒ (16) + 17 - 1 = 32 arrow damage:1d3 - 2 + 2 ⇒ (2) - 2 + 2 = 2 bomb damage:3d6 + 10 ⇒ (4, 2, 2) + 10 = 18 Blinded for one round. DC18 reflex save from Kenshiro to avoid being blinded for 1 round Swift action: Activate Conductive enchantment on the bow Immolation Bomb damage:1d6 + 10 ⇒ (3) + 10 = 13Immolation damage continues for two more rounds, OR DC18 Reflex as a full round action to extinguish
Current stats:
Base+Buffed Stats:
Fly: 60ft Good, +3 Fly Blur: 20% miss chance
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7
Ref +19
Will +3
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 18 remaining
Bombs: 7 remaining (3d6+5 fire, DC 18)
Bob-Omb! follows Broozer in leaving his perch, making no effort to hide that his movement takes him over the edge of the platform, but never any closer to the ground. Along the way, Bob-Omb! seems to disappear into the shadows, his small form easily lost even in the moonlight. Finally, he detaches a small alchemical vial from one of his belt pouches and consumes the extract inside.
Move action: --- Stealth during movement - allowed by Concealment from dim light:1d20 + 37 ⇒ (18) + 37 = 55
DC55 Perception to see movement:
60ft east - 15ft above ground level
Standard action: Consume extract
Extract consumed:
Targeted bomb admixture CL5 (5 rounds remaining)
Current stats:
Base+Buffed Stats:
Fly: 60ft Good, +3 Fly Blur: 20% miss chance
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7
Ref +19
Will +3
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 19 remaining
Bombs: 10 remaining (3d6+5 fire, DC 18)
Correction: Replace Kinetic Reverberation with Blur, as noted in Active Effects since turn 1 Alchemist (Grenadier) Extracts Prepared (CL 5th; concentration +10)
. . 2nd—blur,delay poison,false life,
. . 1st—reduce person (DC 17),shield, targeted bomb admixture[UC] (1), true strike (2)
Bob-Omb! mimics Broozer's silent toast and consumes his own potion. He, also, does not move, silently observing Tawum, Qul Vozo, and Kvit in the darkness across the field.
Potion:
Fly CL5 - Gain fly speed of 60ft, Maneuverability Good, +1/2 character level to Fly checks
(50 rounds remaining)
Standard action: Drink potion
Current stats:
Base+Buffed Stats:
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7
Ref +19
Will +3
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 19 remaining
Bombs: 10 remaining (3d6+5 fire, DC 18)
Bob-Omb! appears in the newest arena, the air around him shimmering as multiple extracts, potions, and other spells take effect. His bow in hand in one hand, quiver of arrows on his hip, a potion in his other hand, and a set of alchemical items strung along his belt.
Current stats:
Base+Buffed Stats:
AC 35
touch 25
flat-footed 24
CMD 21 (23 vs. grapple)
HP 57/48
Fort +7; (Poison delayed)
Ref +19; (Poison delayed)
Will +3; (Poison delayed)
Init +8
Senses: blindsight 40ft.; darkvision 60 ft.
Perception +7
Arrows: 19 remaining
Bombs: 10 remaining (3d6+5 fire, DC 18)
A sudden surge from thee water washes over Bob-Omb! but he's able to kick off from the ground and keep afloat. Unfortunately, he sees the last licks of alchemical flame die out across Kenshiro's body and takes a massive slice across his own chest. Bob-Omb! fumbles through his pockets and finds his final alchemical catalyst. With only a split second to decide, he steps out of Johnny's reach, activates the catalyst, combines it with the rest of his final vial of explosive components, and tosses it at Johnny.
No action: 5ft step north Swim check:1d20 + 19 ⇒ (7) + 19 = 26Passes DC for all weathers, Bob-Omb! stays afloat Standard action: Immolation bomb attack vs Johnny touch AC NOTE: Immolation bombs deal minimum dice damage plus modifiers but every round for as many rounds as there were damage dice to start with - in this case 2d6+6 becomes 1d6+6 for two rounds (immolation damage occurs at the beginning of Bob-Omb!'s turns)
Immolation bomb attack vs Johnny touch AC16:1d20 + 17 ⇒ (7) + 17 = 24 Immolation fire damage:1d6 + 6 ⇒ (2) + 6 = 8
Current stats:
Base+Buffed Stats:
AC 35
touch 25
flat-footed 24
CMD 23 (25 vs. grapple)
HP 8/40 (6 non-lethal)
Fort +7
Ref +19
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 0/8 remaining
Bob-Omb! hesitates for fraction of a second between dodging Kenshiro's strikes and notes that Johnny did not attempt to launch a direct assault, and instead focused on uplifting Kenshiro. Smart combat would dictate not putting all the effort into one front when attacking from two is an option, so Bob-Omb! assumes Johnny is out of ammunition - figuratively speaking. Therefore...
Bob-Omb! pulls out a specific type of catalyst and splits it into pieces before applying it to his bomb and throwing it at Kenshiro. To a keen eye, the flash of the bomb's explosion is dimmer than normal and the alchemical substances coating Kenshiro seems to linger a little longer than normal.
Standard action: Immolation bomb attack vs Kenshiro touch AC NOTE: Immolation bombs deal minimum dice damage plus modifiers but every round for as many rounds as there were damage dice to start with - in this case 2d6+10 becomes 1d6+10 for two rounds (immolation damage occurs at the beginning of Bob-Omb!'s turns) NOTE: Ranged attack within melee range provokes attack of opportunity from Kenshiro
Bob-Omb! is barely able to shield his eyes from Johnny's spell, but follows up with an easy dodges against Kenshiro's clumsy swing. In retaliation, Bob-Omb! attempts to skewer Johnny with an arrow, trying to save his remaining bombs for a better opening. Bob-Omb! stands his ground against Kenshiro, knowing that there's no way to escape his long reach.
Standard action: Shortbow attack vs Johnny NOTE: Ranged attack within melee range provokes attack of opportunity from Kenshiro
Deadly Aim Attack vs Johnny AC27:1d20 + 17 - 1 ⇒ (8) + 17 - 1 = 24 Miss by less than 5 auto-hits and destroys an image. Arrow damage:1d3 - 2 + 2 ⇒ (1) - 2 + 2 = 1
Current stats:
Base+Buffed Stats:
AC 35
touch 25
flat-footed 24
CMD 23 (25 vs. grapple)
HP 35/40 (6 non-lethal)
Fort +7
Ref +19
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 2/8 remaining
With Nice in view and Kenshiro bearing down on him, Bob-Omb! must make a swift decision about who is the bigger threat. Nice's bombs outweighing Kenshiro's sword make that an easy choice and Bob-Omb! looses an attack with the weapon enchantment he has been keeping in reserve.
Standard action: Deadly Aim + Explosive Missile with Bow attack vs Kvit Note: uses one bomb Attack:1d20 + 18 - 2 ⇒ (13) + 18 - 2 = 29 Arrow piercing damage:1d3 - 2 + 4 ⇒ (3) - 2 + 4 = 5 Bomb fire damage:2d6 + 12 ⇒ (5, 1) + 12 = 18 Swift action: Conductive enchantment on bowuses two bombs Bomb fire damage:2d6 + 12 ⇒ (6, 3) + 12 = 21
Move action: 30ft southeast, into and down into the rising tide - breaking line of sight against Kenshiro. Can hold breath for 10 rounds
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 35/40 (6 non-lethal)
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 2/8 remaining
Bob-Omb! notices that Broozer's and HB's warcries have cut out and assumes that he remains the only combatant from his team. He shuffles back slightly towards the sea and pulls an extract out of his pocket and consumes it. He knows now that there's nothing left but to make his final stand.
Move action: 20ft east Standard action: consume extract
New effect:
Targeted Bomb Admixture - 4 rounds
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 35/40 (6 non-lethal)
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 5/8 remaining
Bob-Omb! follows the tracks in the sand north, now that he isn't distracted by trying to not cough up a lung - literally. He makes it around the northern pathway just in time to see Broozers flaming body get cut in half.
Move action: 30ft north Move action: 10ft north, 20ft northwest
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 35/40 (6 non-lethal)
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 5/8 remaining
The horrible effect of the stink bomb finally starts clearing out of Bob-Omb!'s system and he starts making his way around the cliffs hoping to get engaged before his team goes down without him running interference.
Move action: 30ft north Nauseated ends
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 35/40 (6 non-lethal)
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 5/8 remaining
Through his choking, Bob-Omb! sees his enemies crossing over the bridge to his location. Knowing his position is lost as long as he cannot focus through the stink bomb's after effects, Bob-Omb! finally makes a run for it.
Move action: 15ft northeast, dropping 20ft into the sand at the water's rising edge. Acrobatics DC15 vs fall damage:1d20 + 20 ⇒ (16) + 20 = 36 first 10ft of fall damage is avoided due to successful acrobatics second 10ft of fall damage (1d6) is non-lethal Fall damage (non-lethal):1d6 ⇒ 6
Nauseated 1 round remaining
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 35/40 (6 non-lethal)
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 5/8 remaining
Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7
Strength damage from Cloudthorn Venom delivered to self via Touch Injection:1d3 ⇒ 3Damage negated by Invigorating Poison, turned into +4 alchemical bonus to stat for rolled duration in minutes Dexterity damage from Cloudthorn Venom delivered to self via Touch Injection:1d3 ⇒ 1Damage negated by Invigorating Poison, turned into +4 alchemical bonus to stat for rolled duration in minutes Per Cloudthorn Venom: "In addition, the creature is unable to feel pain for 1 hour, rendering it immune to pain effects."
Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7
DC 16 Reflex vs bomb splash damage:1d20 + 21 ⇒ (7) + 21 = 28 10 damage reduced by half = 5 fire damage DC 16 Fort vs bomb stink cloud:1d20 + 7 ⇒ (2) + 7 = 9
Bob-Omb! dodges most of the shrapnel and flame from the bomb's explosion, but the gas catches him off guard and he starts dry heaving as it hits his respiratory system.
Bob-Omb! mixes together another Sand Bomb and tosses it at Tawum. With any luck, Kenshiro will use the opening to help bring down the monk. Too many people are too hard to hit - any way to help thin the crowd would be a blessing. After hitting Tawum squarely, Bob-Omb! makes his way back across the small bridge.
Standard action: Sand bomb Sand Bomb vs Tawum touch AC:1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34 Bomb fire damage:2d6 + 4 ⇒ (2, 4) + 4 = 10 +1 round blinded on hit Move action: 5ft north, 15ft east across the bridge DC 15 acrobatics:1d20 + 13 ⇒ (18) + 13 = 31
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 40/40
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 5/8 remaining
Bob-Omb is forced to make a quick decision whether to target Kvit or Tawum, and at the moment, Tawum seems like the larger threat. Bob-Omb! pulls out a small vial and a gritty catalyst and throws a Sand Bomb at Tawum, deliberately spinning the bomb so that Hammer Bro is not caught in the blast. Lastly, Bob-Omb! moves slightly south, just a hair further away from Tawum.
Standard action: Sand bomb
Precise Bombs allows Bob-Omb! to exclude up to 4 squares from splash damage of your bombs.
Precise Shot You don't get -4 to hit when shooting or throwing into melee. Sand bomb vs Tawum's Touch AC:1d20 + 19 + 1 ⇒ (6) + 19 + 1 = 26 Blinded for 1 round on hit Damage:2d6 + 6 ⇒ (1, 6) + 6 = 13 Free action: 5ft step south
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 40/40
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 6/8 remaining
Bob-Omb! sees Tawum, Kvit, and Qul Vozo just on the other side of a very narrow bridge, and figures his best bet is taking out their utility. Bob-Omb! moves closer, easily traversing the bridge that appears to have been built for someone of his size, before throwing his bomb at Kvit, blinding him and presenting an opening for Hammer Bro to move in for the first kill.
Move action: 20ft southwest, 10ft west Standard action: Throw sand bomb Sand Bomb attack vs Kvit's Touch AC:1d20 + 19 + 1 ⇒ (7) + 19 + 1 = 27+1 for being within 30ft Sand bomb damage:2d6 + 4 ⇒ (5, 6) + 4 = 15plus blinded for one round
Current Stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 40/40
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 7/8 remaining
Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7
Strength damage from Cloudthorn Venom delivered to self via Touch Injection:1d3 ⇒ 1Damage negated by Invigorating Poison, turned into +4 alchemical bonus to stat for rolled duration in minutes Dexterity damage from Cloudthorn Venom delivered to self via Touch Injection:1d3 ⇒ 2Damage negated by Invigorating Poison, turned into +4 alchemical bonus to stat for rolled duration in minutes Per Cloudthorn Venom: "In addition, the creature is unable to feel pain for 1 hour, rendering it immune to pain effects."
Bob-Omb! appears in the newest arena, the air around him shimmering as multiple extracts, potions, and poisons take effect. His bow in hand and a set of alchemical items strung along his belt.
Current stats:
Base+Buffed Stats:
AC 37
touch 27
flat-footed 24
CMD 25 (27 vs. grapple)
HP 40/40
Fort +7
Ref +21
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bombs: 8/8 remaining
Base+Buffed Stats: AC 35, touch 25, flat-footed 24, CMD 21 (23 vs. grapple); HP 48; Fort +7, Ref +19, Will +3; Init +8; Senses: blindsight 40ft.; darkvision 60 ft.; Perception +7
While hoping to get out of Kenshiro's range, Bob-Omb!'s enforced blindness leaves him open to several attacks by Kenshiro, and in the blink of any eye, Bob-Omb! is nothing more than a smear of blood and gore on the ground.
Bob-Omb! stumbles around blindly, still trying to retreat to safety.
Move action: 10ft north Move action triggers attack of opportunity from Kenshiro
DC 18 will save vs Blind:1d20 + 3 ⇒ (8) + 3 = 11 Two more turns
Current Stats:
Base+Buffed+Blinded Stats:
AC 21
touch 11
flat-footed 21
CMD 19 (21 vs. grapple)
HP 28/32
Fort +6
Ref +18
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7 (all checks that rely on vision automatically fail)
Blinded by the glitterdust, Bob-Omb! only attempts to move away from combat.
Move action: 10ft north DC 18 will save vs Blind:1d20 + 3 ⇒ (8) + 3 = 11 3 more turns
Current Stats:
Base+Buffed+Blinded Stats:
AC 21
touch 11
flat-footed 21
CMD 19 (21 vs. grapple)
HP 32/32
Fort +6
Ref +18
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7 (all checks that rely on vision automatically fail)
Bob-Omb sees Broozer about to take on three opponents, but knows that the most obstinate opponent is to the south. He steps to the side and tosses a sand bomb at Kenshiro, preventing him from complicating the current fight.
Move action: 10ft south west Standard action: Sand bomb attack vs Kenshiro Sand bomb attack vs Kenshiro's touch AC:1d20 + 16 - 2 ⇒ (5) + 16 - 2 = 19 -2 for 21-40ft range increment 20% miss for Concealment (blur):1d100 ⇒ 52hit Fire damage, plus blinded for 1 round:2d6 + 6 ⇒ (2, 2) + 6 = 10
Current Stats:
Base+Buffed Stats:
AC 34
touch 24
flat-footed 23
CMD 19 (21 vs. grapple)
HP 32/32
Fort +6
Ref +18
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bob-Omb! nods in satisfaction as Tawum is taken out of this round and moves himself to provide an opening for Broozer by attacking Qul Vozo.
Move action: 25ft west, 5ft southwest Standard action: Throw sand bomb, 45ft vs Qul Vozo
Sand Bomb vs Qul Vozo touch AC:1d20 + 16 - 2 - 2 ⇒ (9) + 16 - 2 - 2 = 21 -2 for range increment 21ft-40ft, -2 for range increment 41ft-60ft Sand Bomb damage:2d6 + 6 ⇒ (5, 4) + 6 = 15
Current Stats:
Base+Buffed Stats:
AC 34
touch 24
flat-footed 23
CMD 19 (21 vs. grapple)
HP 32/32
Fort +6
Ref +18
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Broozer signals Bob-Omb! of the other team moving towards the center and to implement a new strategy. Bob-Omb! moves quickly towards Broozer, who lifts Bob-Omb! into a good firing position and then takes off towards the other team.
Move action: 20ft south Ready standard action to attack with Sand Bomb when within 50ft
Sand Bomb attack vs Tawum's touch AC:1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30 -2 for range increment 21ft-40ft, -2 for range increment 41ft-60ft Sand Bomb Fire damage:2d6 + 6 ⇒ (2, 3) + 6 = 11Fire damage, +1 round blinded
Current Stats:
Base+Buffed Stats:
AC 34
touch 24
flat-footed 23
CMD 19 (21 vs. grapple)
HP 32/32
Fort +6
Ref +18
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bob-Omb!, seeing no threat from his current vantage point, moves around towards the edge of the arena gaining lines of sight to at least one more corner and signals to his teammates that he can see at least one opponent to the south.
Move: 30ft east Move: 30ft east
Current Stats:
Base+Buffed Stats:
AC 34
touch 24
flat-footed 23
CMD 19 (21 vs. grapple)
HP 32/32
Fort +6
Ref +18
Will +3
Init +8
Senses: darkvision 60 ft.
Perception +7
Bob-Omb! materializes on the field on top of a small rock just for that extra bit of height considering how small he is. He checks himself for his standard gear and enchantments and nods satisfied.
Seeing Nice finally drop Tawum, and knowing there's never going to be a better chance to end this round, Bob-Omb! launches a sand bomb at Nice, scoring easily, and letting Broozer handle the rest.
Standard action: Throw Sand Bomb Sand Bomb vs Nice's touch AC:1d20 + 14 - 2 ⇒ (14) + 14 - 2 = 26 +1 BAB, +6 Dex, +1 feat, +1 dex (base small size), +1 Dex (reduce person), +1 size (reduce person), +2 dex (cat's grace), +1 (Point-blank shot), -2 for second range increment Bomb damage:1d6 + 4 ⇒ (2) + 4 = 6 Blinded for one round on hit
Current Stats:
AC 25
Touch 21
Flat-footed 16
CMD 16 (18 vs. grapple)
HP 14/24
Fort +6
Ref +16
Will +3
With Tawum and Nice keeping each other occupied further north, Bob-Omb! steps slightly away from Broozer in order to prevent another splash multi-hit. Then he lobbs another bomb at Kvit, hoping to finally knock him out of this fight.
Free action: 5ft step east Standard action: Throw Sand Bomb Sand Bomb vs Kvit's touch AC:1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 +1 BAB, +6 Dex, +1 feat, +1 dex (base small size), +1 Dex (reduce person), +1 size (reduce person), +2 dex (cat's grace), +1 (Point-blank shot), -2 for second range increment Bomb damage:1d6 + 4 ⇒ (4) + 4 = 8 Blinded for one round on hit
Current Stats:
AC 25
Touch 21
Flat-footed 16
CMD 16 (18 vs. grapple)
HP 14/24
Fort +6
Ref +16
Will +3
Seeing Hammer Bro taken out - obviously dead considering he's no longer fighting - by the combined efforts of Nice, Qul Vozo, and Kvit, Bob-Omb! and Broozer continue the assault. Bob-Omb! steps away from Qul Vozo's clumsy attack which never even comes near Bob-Omb! in his current tiny form, and throws a sand bomb at Qul Vozo, leaving him open for Broozer.
Free action: 5ft step east Standard action: Throw bomb
Bob-Omb! watches as Hammer Bro nearly fells Qul Vozo with one swing and leaves him to his work, instead moving up to assist Broozer with a sand bomb towards Johnny.
Sand bomb attack vs Johnny's Touch AC:1d20 + 13 - 2 ⇒ (9) + 13 - 2 = 2035ft throw +1 BAB, +6 Dex, +1 feat, +1 dex (base small size), +1 Dex (reduce person), +1 size (reduce person), +2 dex (cat's grace), -2 (second range increment) Sand bomb damage:1d6 + 4 ⇒ (6) + 4 = 10Fire damage Blinded for one round on hit
Current Stats:
AC 25
Touch 21
Flat-footed 16
CMD 16 (18 vs. grapple)
HP 24
Fort +6
Ref +16
Will +3
As appears to be the norm, Bob-Omb! appears first in the new arena, quiver of arrows at his hip and bow in his hand, a small kukri strapped to one forearm, a wand strapped to the other, and several small vials hanging from his belt, ready to be consumed or thrown at a moment's notice.
Unusually, Bob-Omb! appears to have been shrunk to approximately one-half of his normal size.
Current stats:
AC 25
Touch 21
Flat-footed 16
CMD 16 (18 vs. grapple)
HP 24
Fort +6
Ref +16
Will +3